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Like most people minus a few games here and there with my wife I haven't played a proper wargame or skirmish game in quite awhile. My wife and I did start a Frostgrave Ghost Archipelago campaign awhile back but instead of an ongoing campaign it halted after a single game. As she usually steamrolls me in most games I understand why she prefers to wait until our usual group finally starts getting together again. I guess she just knows me too well, making me an easy opponent. As for myself I'd rather be playing, even if I always lose, but I can see how always winning could get boring (Not that I'd actually know). The need to play finally brought me around to solo games which I'd never tried before and here we are. On many recommendations I ended up with Rangers of Shadow Deep, which makes sense as its only a modified Frostgrave system with a bit more meat to it.
Before writing up my first experiences with the game however there is one problem I've found. Its nothing to do with the system itself instead it has to do with my own shortcomings. Apparently my terrain and miniature collection (especially when it comes to monsters) is amazingly lacking. Up until playing this first game I thought I had a fairly decent collection but I guess I was just fooling myself. My warband didn't even escape this oversight and ended up being the most ramshackle bunch of any of my armies/squads. With that warning out of the way here is my first game...
The first mission begins just after the destruction of a neighboring kingdom and the appearance of the Shadow Deep itself. The book describes this as a realm permanently covered in black clouds and filled with evil creatures. With the entire kingdom on high alert you are tasked with locating a missing Ranger that was investigating attacks on a nearby village.
As you approach the village you feel that something is wrong. Everything is too quiet and the village itself smells of recent death. You pass bodies lying in the dirt as you move into the village proper. As your group reaches the village square and is beginning to form search parties you hear a horrible moaning sound surrounding you.
Seems like a great place to start the actual game right, but there are still a couple last pieces of bookkeeping. First up is introducing my actual warband (you were warned they were an odd lot).
Missing almost all of the necessary monsters I had to improvise.
The modern zombies are filling in for fantasy zombies.
The kobolds are filling in for giant rats.
The skeletons are filling in for giant spiders.
The three adventurers will be filling in for the village survivors.
As if that wasn't enough proxying I also had to proxy buildings with small wall sections. With the scenario needing houses with doors I selected center of the open area on each wall to act as the door.
Starting out your warband is deployed in the center of the village represented here with the well. There are six different points of interest that may act as clues to the missing rangers whereabouts. As you can see four zombies and two giant rats are deployed around the village. Clue 1 was moved 6" closer to my Ranger as he passed a perception check prior to the game.
With my first turn I started pairing my warband off attempting to reach all the clues. Going clockwise starting with my ranger (I'll be doing this going forward), he easily reached the first clue and managed to find a survivor (represented by the red wizard). Recruit 2 (The Ninja) managed to kill a zombie right off the bat. My arcanist (Oswald the overladen) started moving toward the clue inside the "house" while my knight (female half Orc) and hound (dog from a quarter machine) killed a giant rat. The archer (high elf archer) almost completely hidden by the well shot the zombie in front of him and brought it down to half health. Meanwhile my templar (old pikeman) and recruit 1 (villager with torch) were having trouble with their giant rat as the templar went down to only four health. That rat really did a number on him. Finally before the turn ended the event deck brought two more zombies onto the board.
On turn two my Ranger started working his way over to the other clue "house" and killed a zombie. The survivor made a beeline to the center of the village. Recruit 2 was knocked out fighting a zombie and the arcanist had to finish the job. The knight and the hound managed to defeat their first zombie while recruit 1 had to step in and save the archer after he was nearly killed. The templar slowly made his way closer to another clue. Then the event deck spawned another two zombies.
Turn three my ranger entered into his second combat. The survivor reached the well and the arcanist finally reached the door. The door requires either a Pick Lock or Strength roll (TN8) to enter, he tried to pick the lock but failed. Using a double move the knight went around the building getting closer to the second clue. Also using a double move recruit 2 started moving toward clue five. The archer shot at another zombie almost killing it but came up short. Meanwhile the hound tore across the board with it's double move and the templar reached the third clue. The third clue ended up being a mutilated body and with a very lucky survival roll he was able to determine the nature of the bite marks. Finally the event deck caused one of the buildings to collapse (Going forward it received a die on top of it), recruit 1 was too close and was nearly crushed. Fortunately he came away unscathed.
Turn four found my ranger and hound struggling to kill a zombie with my hound taking a hit. The survivor was content to hold his ground at the fountain while the arcanist continued to struggle with the door. The knight made it to the second clue but all she found was a zombie. The archer finally one shotted a zombie while recruit 1 finished off another. Recruit 1 also made it to clue five and found a potion of Wraithwalk. Try as he might the templar was still too far away to help the ranger and hound but he did close the distance. The event deck even spawned a zombie beside one of the clues inside a "house".
Turn five my ranger killed his second zombie with an assist from the hound. Again the survivor was content and the arcanist struggled with the door. Poor guy just couldn't get a decent roll. The knight began trading blows with a zombie and after just one turn they were both down to half health. Recruit 1 used a double move to start heading down to the arcanist hoping to put his +3 lockpicking skill to use. Obviously I should have sent him there in the first place but I really underestimated that simple TN8 roll. The archer like the survivor was content to stay where he was as he was very close to death. Last but not least the templar reached the "door" of the second clue "house", unfortunately he missed his strength roll. Finally thanks to the event deck my hound was struck with terror completely incapacitating him for a turn.
Turn six the ranger opened the door (after the templar failed during a group activation) and found strange tracks at the fourth clue. Using his tracking skill he was even able to determine their nature. The hound remained where it was frozen in fear while the survivor chose again to stay at the well. Recruit 1 used a double move again trying to get to the sixth clue. The arcanist continued to struggle with the door while the knight finished off her zombie and moved in to assist. The archer again stayed at the well. Then event deck then spawned four more zombies at the same location as the starting enemies.
Turn seven found my ranger, templar, and hound stuck fighting two zombies and managing to only kill one. The survivor and archer finally moved away from the well and closer to their allies. This didn't work out to well for the survivor as you see. The arcanist left the door and positioned himself between the archer and the incoming zombie. Recruit 1 killed another zombie and the knight opened the door. Instead of a clue as to the whereabouts of the missing ranger she found a treasure token (represented here by an old scatter die). The event deck had one more surprise in store for me however, it spawned two more giant rats.
As you can see in the picture I initially placed them incorrectly and forgot to take another picture after discovering my mistake. They are supposed to spawn out of line of sight beside a random building but if that's not possible they must spawn beside the building as close as they can to an enemy. In this case I could spawn only one out of line of sight (the one on the left) but the other one was clearly visible to my knight no matter where I placed him behind the building. The photo doesn't give this justice but believe me my laser pointer had the last word on the matter. So instead of spawning behind the building they spawned almost right on top of the survivor as the altered picture shows.
As you can imagine turn eight was quite a melee. The survivor was killed by the giant rats before I could intervene. I did however manage to kill one of them. My arcanist even got his hands dirty again at the end but only managed to lose two health for his trouble.
Things were a bit better with my ranger's group as they killed their last zombie.
They didn't exactly achieve their goal of finding the missing ranger but that wasn't due to lack of trying, that's just the way the dice rolled. Securing a treasure wasn't bad though as it turned out to be a Herb Pouch which in this system is a pretty good "magic item". The ranger received almost enough XP to level up while all his companions received two progression points, minus recruit 2 of course. As for recruit 2's injuries I'm happy to say he'll make a full recovery.
As far as a first game goes this actually went pretty smoothly, already knowing most of the system certainly helped though. I've got to say I really appreciate the way the scenario system handles monsters, knowing everything you need ahead of time for a mission is great. I know that comes at the sacrifice of a table of random encounters but it certainly makes it easier to plan for (even though I just proxied everything, you know what I mean). Also the number of each monster that it suggests was spot on, I really thought I'd have to grab some extra zombies or "rats" but I didn't. I really think this system might be the perfect fit for me. Even before lockdown and everything that came with it I had trouble finding anyone interested in playing Frostgrave or Ghost Archipelago (which I prefer). So a system that expands upon that and offers solo play is right up my alley.
With any luck I'd like to play this once a week for at least the foreseeable future. I'm a little rusty with writing battle reports and honestly I haven't written that may to begin with but with practice I hope to get better. I can already see that my notes need to be way better if for no other reason than to make writing the report quicker and less tedious. I had to look up so many things that could have been avoided had I just taken better notes.
By Rainbow Sculptor
I'm wanting to do a little market research and I'm hoping I can get your help.
For Bones V I sculpted a bunch of kids heroes and their pet companions. These were some of my favorite figures to work on and I'd like to do more. To be very very clear I have NO indication that Reaper will be producing any more of those types of figures and I'm in no way promising to create anything we discuss here. I have no shortage of ideas when it comes to new kid heroes but I'm wanting to see what types of figures people would want if hypothetically I decided to create more.
I really like the idea of doing brother/sister sets, offering male and female options for particular races or themes. Simply from a design perspective it allows me to explore an idea more fully. Again, this is purely for my personal side projects and fun, not related to any official releases. That said, it's nice to know what the thoughts were about the ones I've already made and what holes people may want filled within that genre.
My questions are:
•What did you like/love/hate/ignore about the kid heroes from Bones V?
•What themes or types of kid heroes would you be interested in?
•What purpose would they serve for you? Just fun to paint? Have kids who want to play but struggle to find a figure that represents them? Using them as stand ins for hobbits/halflings/gnomes or other vertically challenged races?
•What themes would you like to see explore in this context? Steampunk, modern, arthurian, more "random fun" types, traditional villager or starting hero types? Dragonkin, Genasi or other less popular fantasy races?
Welcome to the Splintered Light Miniatures 15mm Return to the Black Root Forest Kickstarter Campaign. For many years, renowned sculptor Ben Siens has added great sculpts to our line of fantasy figures. A year ago, we ran a successful campaign adding beastmen and treemen into our range of miniatures. Over the past year, Siens has sculpted more wonderful figures for us and we decided to offer them to you via a second Kickstarter.
Our primary goal for this campaign is getting the funds needed for the production molds and initial castings. Our hope is that as we get the funding for production molds, we can also keep Ben sculpting new figures for future lines. We need you help to get this done so please pledge today!
Our plan is to have 11 new codes but we will also be offering these along with the entire range of Ben Siens sculpted figures.
There's only 4 days left in the campaign, so if you want some well-made 15mm goodness...
By Dan d'Lyon
Just wanted to throw this one out there. Witchborn is a rather cool tabletop minis game, but there is also a companion app for each scenario with a lot of variety that allows you to play that scenario many times, but each one can be a very different experience. Your warband will also evolve over time. I discovered the game at GenCon in 2017 and have really enjoyed it every time I've played. Plus, Cory is really cool and responsive. I haven't checked this out yet, but you can also play the game on Roll20.
Did I mention that they use Reaper Bones minis?
For when your heroes are slightly less than heroic?
Welcome to the 2nd release of Fatal Fantasy!
Edit (29/09/2020) NEW Painted pictures in Gallery and Stretch Goal Update. Edit (12/09/2020) NEW Stretch Goal section added! Edit (21/09/2020) NEW Add-ons added!
This project brings you 23 new fantasy casualties for use in your tabletop wargames or board games.
You'll find close-ups and measurements in 'The Miniatures' section, please also take a look at the contents of the 'Pledges' section and the details in the 'Shipping' section. Excellent painted examples by the talented Paul Allen from 'Toomuchdevlan' and Russ Painting are dotted between the sections with more in the 'Gallery'.
The original sculpts and metal production moulds have been finished and tested in advance so metal miniatures will be ready to ship as soon as the funding period is ended in mid-October.
I have included a resin option for the casualty bases too - this is to give backers outside of the UK, a cheaper shipping option. However, the resin casualty casts won't be ready until mid-November. (International backers can also choose metal but the shipping costs will be very high due to the weight of the miniatures). I've deliberately kept the resin availabilty low - this is to make sure there are no delays due to casting lead time. If the casting gets ahead of schedule, I will add further resin availabilty.
In the add-ons section, you'll find the previous Fatal Fantasy casualties, Fantasy Fighters and also some NEW Ye Alchemist sculpts. These miniatures are all METAL and have had the moulds tested.
This is my 5th project so I am experienced in reward completion and delivery.
Slain Mimic sculpted by Aaron Howdle The 23 core miniatures were originally designed and sculpted by Christian Af Bjärgö and Aaron Howdle.
Measurements are in green, alongside the pictures below.
Beholder - sculpted by Aaron Howdle. (Resin Only) Slain Mimic - sculpted by Aaron Howdle. (Resin Only) To pledge simply choose which reward you would like. If you would like any 'add ons', then add the extra value of the 'add ons' to the total.
There are 5 main pledges available:
I want it ALL!
(Passed stretch goals mean backers now get an EXTRA 3 FREE BASES AND A FREE DWARF EXPLORER with this pledge)
This pledge contains the Beholder and Mimic. 27 Miniatures for £65 There are a number of resin sets available for international backers to try to minimise shipping costs.
The Metal/Resin pledge is a 550g small parcel for shipping purposes.
The Resin only pledge is a 150g small parcel for shipping purposes.
Available in resin (Outside UK) or resin/metal mix (Worldwide) I (nearly) want it all!
(Passed stretch goals mean backers now get an EXTRA 3 FREE BASES AND A FREE DWARF EXPLORER with this pledge)
This pledge includes 25 models as shown below and costs £53.
There are 20 resin sets available for international backers and unlimited metal sets available for backers world-wide.
The Metal pledge is a 513g large letter for shipping purposes.
The Resin pledge is a 105g large letter for shipping purposes
Available in resin (outside UK) & metal (worldwide). Base Pledge 1 .
This pledge comes with a free extra casualty OR a halfling explorer with attack Guinea pig!
This pledge is for 7 casualty bases, sculpted by Christian Af Bjargo. This pledge comes in white metal and is available worldwide. This pledge is £21.
This metal pledge is a 230g large letter for shipping purposes.
Available in metal only.
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